Wolf Lieser, digital art market pioneer

Pau Waelder

With thirty years of experience, Wolf Lieser is one of the most veteran art professionals in the digital art market. A visionary gallerist who saw the potential of digital art early on, he supported pioneers such as Frieder Nake and Manfred Mohr and later on some of the most celebrated artists from each decade, from Lynn Hershman Leeson to JODI and Casey Reas. His work is not limited to representing artists from his gallery, but also spans influential projects devoted to educating audiences about the history of art and digital culture, such as the DAM Museum, the DAM Digital Art Award and two books providing a comprehensive introduction to digital art.

We sat down to talk about his work and experiences on the occasion of the ongoing collaboration between DAM Projects and Niio, which has brought to our platform the work of Eelco Brand, Driessens and Verstappen, and Tamiko Thiel.

Georg Nees. Ornamental Spaces. Solo exhibition at DAM Projects, 2022.

Your first contact with digital art was in 1987. What interested you about contemporary art before that, and how was the transition to digital art?

I started working as an assistant for a painter, then I became an art consultant, and later on in 1993, I founded my first art gallery. As an art consultant I was mostly developing art projects for companies, curating exhibitions and taking care of everything related to them, from art leasing to organizing workshops or lectures. It was a broader activity always oriented towards the purposes of the marketing department of the specific company. That had not much to do with the typical art market, which involves collectors, museums, and art fairs. It was only later on that I decided to concentrate on the typical gallery game, which involved artist representation, a regular exhibition program in my own space, and mostly dealing with customers and collectors.

The gallery was in Wiesbaden, near Frankfurt. When you start as a young gallery, and you don’t already have good connections in the art scene, you are not able to reach out to the most valued artists at that point. You have to build a reputation, and when people start to believe in you, you are gradually able to attract collectors and get more good artists involved. Accordingly at the time I represented artists from the area, mostly young artists from different fields like painting, sculpture, installation and mixed media. But I was already interested in digital art when I met the artist Laurence Gartel in Miami in 1987. He was teaching computer graphics at the School of Visual Arts in New York. I was fascinated by his color prints created on the Amiga Commodore and bought one right away. I started to exhibit some of his art, as well as those of other artists in the field of digital art who I discovered. Many of them were not well known. There was for example Wolfgang Kiwus, who worked with plotter drawings for quite some time. Many of these artists didn’t really have a career, which is not surprising considering that it was a difficult market at the time. 

Laurence Gartel. Self-portrait, 1983. Courtesy DAM Museum

In the 1990s I met Manfred Mohr and other pioneers at SIGGRAPH in the US and Ars Electronica in Linz (Austria), which were the two main events where you could meet some of the leading artists working with digital art. Manfred’s approach, as being very conceptual, just complimentary to the pop-art oriented Laurence Gartel, fascinated me from the beginning. Through Manfred and attending these events I got to meet further artists working with digital media. Back then I had the only gallery presenting digital art as a new genre, so they were happy to collaborate.

These were, among others, Yoichiro Kawaguchi, Yoshi Abe, Jean-Pierre Hébert, Roman Verostko and later Casey Reas. Many of these artists were later included in the first version of the online Digital Art Museum, which I started in 1998. Beside all that the backbone of my gallery, what kept it going financially, was still painting and sculpture as a larger part of the program. But I worked on it.

“The idea of the online museum came about because I realized, by talking to professionals of the art world, that there was a lack of understanding on the history and importance of this genre.”

In the late 1990s, you curated a solo show of Laurence Gartel that went to several cities in Germany. Was digital art getting more recognition then?

I curated the solo exhibition for Laurence Gartel titled “20 Years of Computer Art” in 1997. It was sponsored by Philip Morris and shown in Munich, Frankfurt, Hamburg and Berlin. My connection with this company came from working as an art consultant. They commissioned three pieces from Gartel, who at the time had been working for two decades in digital art. He had started in the 1970s, coming from photography and video. Despite succeeding in getting commissions from the likes of Philip Morris, Commerzbank (a major German bank) or VISA Germany and other companies, the interest that companies had in digital art was mainly about positioning themselves in connection to a form of avant garde art that spoke to a younger generation and was in line with the growing visibility of digital media. So this didn’t mean yet that there was a widespread interest or that the art market was opening up. There were some sales, but compared to the market for traditional media, it was really, really tiny.

The initial iteration of the DAM Museum ran between 2000 and 2009. It remains available as an archive at digitalartmuseum.org

Also at this time you started working on the concept of a Digital Art Museum, which was supposed to take place in what we now call a metaverse. Why did you decide so early to create an online museum and at the same time to move away from a simulated 3d space?

The idea of the online museum came about because I realized, by talking to professionals of the art world, that there was a lack of understanding on the history and importance of this genre. As an example, I was a member of the Friends of the Museum für Moderne Kunst (MMK) in Frankfurt, which had recently opened, and I met the director, Jean-Christophe Ammann, with the purpose of introducing digital art to him. He totally rejected it. He didn’t want anything to do with computers and art. And that happened with many others. I was still very excited and at the same time naïve, so I thought they would be interested too, but no. This made me realize that none of them had a clue about the history of digital art. They didn’t know about the pioneers from the 1960s, the different forms of artistic creation or the conceptual basis of working with algorithms. Accordingly, the idea of an online digital art museum seemed to make sense to communicate this history. 

I got in touch with the director of the Institut für Neue Medien in Frankfurt and pitched him the idea. He loved it and suggested an architect and designer, Rupert Kiefl, who could help to develop an initial concept of the online museum. Kiefl developed a virtual space using VRML, that would host the artworks as placed on the virtual walls. Something you find now all over in the metaverse. But here we were at the end of the 1990s, and the internet was still really slow and the resolution of the images was too low in connection with the virtual environment that needed to be loaded as well. It was an interesting idea, but on the one hand it didn’t provide a good experience, and on the other I felt that it didn’t make sense conceptually. Why have walls, a ceiling, and a floor in the virtual world? You don’t need that. It felt kitschy for me to try to repeat the experience you have when you go into a museum or a gallery. So that’s why I ended up with a more basic platform.

3D Design proposal for the online DAM Museum. ©Rupert Kiefl, 1998.

I can understand now, as processing times and image resolution capabilities have improved enormously, that a 3D environment can provide an engaging experience, and that, for instance, it can be an advantage to see the real scale of the artworks. But still, I think that there could be much more interesting concepts to present art in the metaverse.

The Digital Art Museum (DAM) went online in 2000. Back then I was in London, running the Colville Place Gallery with a partner, the web-designer Keith Watson. We got in touch with Dr. Mike King, an artist and academic from Guildhall University London, who liked the idea of the museum and took part in developing the structure and the contents of the initial website. The site was designed and developed by Persistent Objects Ltd. The first DAM Museum was funded by a grant of the AHRB and built over a period of one year. 

The DAM Museum was relaunched with a new design and contents in 2020.

Colville Place was the first art gallery at the time fully devoted to digital art. You were a partner in it from 1999 to 2002. Can you tell me about this period in your career?

I joined Colville Place Gallery, which was started in 1997 in London, on invitation by Keith Watson. He had been running the gallery with another partner, who had quit at the time. I decided to join him. I kept the gallery in Wiesbaden, traveling back and forth between Wiesbaden and London. I actually slept in the office of the gallery in London, because it was too expensive to rent an apartment. We didn’t make any money, and we had to put money into the gallery in London every month to keep it afloat. So it was a challenging, but also exciting experience. We hoped it would take off, but in the end it didn’t. Back then I was making money basically from the more traditional art I sold in the gallery at Wiesbaden. After three years, I had to realize that the London gallery was not going to succeed, so I decided to leave it. Keith kept it going for another 2 years. 

“Usually it can take about six or seven years for a gallery to turn a profit, so you need to invest a lot of money, hoping it will work out in the end.”

Usually it can take about six or seven years for a gallery to turn a profit, so you need to invest a lot of money, hoping it will work out in the end. There are exceptions, and of course it is different depending on your background, your connections, the money you can invest, and so on. When you start from scratch, like me, and deal with a type of art that is not well known or understood, it is particularly difficult. You have to be really persistent. And of course, you need to have a vision which hopefully turns out to be successful. Keep in mind that, just to run the gallery, with some staff, rent, transportation, and so on, you need at least around 10,000 or 15,000 € per month. So even if you are selling from your shows, which will usually involve a young, lesser known artist selling at low prices, you will most likely be paying off your expenses. Many galleries last for only a few years, even if they start with a considerable investment. I remember, for instance, Carroll/Fletcher in London: they had an impressive space in the city center and developed a great program with very well known artists in this genre. They must have spent a fortune. And after five years, they just disappeared. I was lucky that, despite having invested so much in the London and Wiesbaden galleries, I could recover over the years. But when I moved to Berlin and opened the DAM gallery, in the beginning I had to be careful about costs and I couldn’t attend many art fairs.

While you were running the Colville Place gallery alongside Keith Watson, there was an unprecedented interest in digital art, and more specifically Internet art, partly due to the dot com bubble and the new Millennium. What was your perception of the London art scene and the market at the time?

I remember very clearly being at the gallery in London and talking with artists who were doing net art, and I was so excited about this field, because there were such fantastic things happening, but there was not much understanding about the web, particularly in the art world.

Also, the problem was that there was nothing to sell! Everything was online and there seemed to be no way to sell it. Artists like JODI, who were creating purely avant garde pieces that were among the first to address Internet culture and an aesthetic of web-based art, found it difficult to sell any of their artworks. Most artists were just excited to get recognition for what they were doing. You could reach your public directly, without a curator or gallerist, that seemed to be the future. 

“In the early 2000s, there was the feeling that digital art was finally being recognized in the art world, but as it turned out this surge of interest was short-lived.”

In London there wasn’t that much of a dot com bubble, at least I don’t remember that it directly affected business as it did in the US. But there was, as you say, unprecedented attention to digital art. TATE was commissioning Internet projects back then, and in New York the Guggenheim was acquiring net art pieces for their collection. There were also many exhibitions taking place in museums and art centers, with curators like Steve Dietz and Christiane Paul who was involved in the famous Whitney show BitStreams from 2001. Net art communities like Rhizome existed since 1996 and a magazine devoted to digital culture called ArtByte around 2000, which sadly only lasted a few years. There was the feeling that digital art was finally being recognized in the art world, but as it turned out this surge of interest was short-lived. Still it resulted in another gallery dedicated to that field: bitforms gallery in New York opened in 2001.

In 2003 you opened the DAM Gallery in Berlin, after closing the galleries in London and Wiesbaden. Why did you choose Berlin? Which were your expectations about the art market there?

I was still very excited and convinced that digital art was going to be widely recognized. And I realized that in London the market was still comparatively conservative, and while there was a lot of money around, collectors were mainly focusing on the big names of contemporary art. So I started to think where in Europe could I set up such a gallery? In Italy there was not much happening regarding digital art at the time. In France, the Paris art market also seemed quite conservative. And Berlin was this large newborn city with a lot of potential and a large vacuum. You did not need to invest much to create something because the costs were comparatively low and, as I felt it, people were coming there to discover something new in the art world. More than any other city in Europe, Berlin was representative of very contemporary new movements and art. The other side of it, of course, and I learnt this very quickly, as every other gallery told me as well, was that there was no money in Berlin. There were hardly any collectors, and so very little of my sales were actually happening in Berlin. But the art scene was and still is exciting. There were so many good things happening. 

First DAM Gallery in Berlin, at Tucholsky Straße in Mitte, 2010. Photo: Pau Waelder.

I opened the gallery in Mitte, which was the location you had to go in the former East part of town, where all the galleries were, among them many of the most famous ones. Every foreigner who came to Berlin went to Mitte to visit the galleries. So I had a first space there, and when I rented it from the owners, they said they already had two galleries in there, each one survived only one and a half years. So of course, there was a lot of fluctuation. And they were really happy when they saw that I persisted. Still, in the first 10 years in Berlin, I made it was still difficult for the gallery. I survived by combining the gallery with my work as an art consultant. 

Group exhibition at DAM Gallery Frankfurt, 2014.

You have had different locations in Berlin, and a second gallery in Cologne, followed by another one in Frankfurt. What motivated these different changes? And what did you see each time in the market as a result?

As I mentioned, there really wasn’t a market in Berlin, so I looked for a second location. I had a gallery in Cologne for two years, the most established art market in Germany. But the gallery community was not so open for newcomers. I couldn’t even announce my shows in the gallery associations’ agenda, even though you had to pay for it. But this is a different story about the gallery scene. Nevertheless I met some interesting people, made some new customers and kept some friends among the galleries there as well. 

Exhibition Aesthetica. 50 Years of Computer Generated Art at DAM Gallery, Berlin, 2015.

Some years later, I had another second location in Frankfurt, which seemed a good choice because I already knew several collectors there and I originally came from that area. But it turned out that these collectors would rather go see my shows in Berlin than to visit the gallery in Frankfurt, so after one year I closed that space again. 

I have moved a few times with the gallery in Berlin with the intention of providing a better location for the artists. For a long time Berlin Mitte had been the place to be for galleries with a high concentration. But that area has become quite expensive and mostly been taken over by large chains. In recent years, more and more galleries have moved to the old West-Berlin Charlottenburg, which has a lively well developed infrastructure. We have taken the chance during lockdown to find a nice shop location there, which allows us as well to organize different kinds of events and concerts for the local community. Right between Charlottenburger Schloss and a lake with a park on the other side. Our neighbor is a gallery as well. 

Robotic art pioneer Norman White was the third recipient of the ddaa award, in 2008.

In 2005, shortly after you opened the gallery in Berlin, you created the d.velop digital art award ddaa, a lifetime award for major pioneers of the genre. Can you tell me how it came about and its development?

I was approached by the company d.velop AG that asked me to create an award for digital art in 2004, which was a great project for me as it was well funded and helped to expand the gallery while building a reputation for the digital arts. At the same time, Wulf Herzogenrath, director of Kunsthalle Bremen, who was an opinion leader for video art back then, recognized the potential of digital art and offered to host the exhibition for the lifetime award winner. He was introduced to the whole field by the pioneer Frieder Nake, who lived in Bremen as well. So it was a lucky coincidence that I could put together these sponsors and launch an award consisting of a prize of 20,000 €, an exhibition at Kunsthalle Bremen and a catalog. The award took place every two years until 2011, recognizing the work of pioneers Vera Molnar, Manfred Mohr, Norman White, and Lynn Hershman Leeson. The award was discontinued in 2012 due to the end of the sponsorship, but I have plans to relaunch it this year as the DAM DIGITAL ART AWARD, in a different format.

Manfred Mohr’s work exhibited at the Sony Center public art screen in Berlin, 2004.

Also at this time you stared the Digital Art at Sony Center program in Berlin, a unique public showcase of digital art. How did it come about, and how has it been developed?

The public video screen in the courtyard of the Sony Center in the middle of Berlin pursued from the beginning a mixed strategy of advertisement, PR, and other content. Since 18 years we collaborate with the owner of the screen and provide every 6 months a new program that usually showcases the work of 3 artists, each one exhibiting one artwork. This program is shown 5 to 6 times every day. In this program, we have worked with external curators or introduced new artists ourselves. From what I know, this might be the only public screen that shows digital art continuously over such along period of time.

Wolf Lieser’s The World of Digital Art, published by H.F. Ullmann in 2009.

You wrote a book about digital art that was published in 2009 and widely distributed. Can you tell me why you decided to write this book and what impact did it have on popularizing digital art?

When I had my gallery in Cologne, I went to an opening in another gallery and there I met the chief editor of Tandem Verlag, a publisher and distributor of books and electronic media, which also sold publications with CDs and DVDs. They had started a line of small books about art, they had just published one about street art and were interested in including one about digital art. The challenge was that I had to write it in three months, following a fixed structure. The book, titled “Digital Art” came out and was translated into six languages and sold nearly 33,000 copies. They liked it so much that they offered me to produce a coffee table version with a DVD, which came out in 2010 and sold nearly 7,000 copies. It was the first book in Germany that gave an introduction to this field. For this version I had more time and brought in some guest authors to contribute small sections to the main text. The book was quite popular, and I think it did contribute to bringing some awareness about digital art, although of course there are more influential books, like Christiane Paul’s Digital Art from 2003.

I love what Niio is doing. It allows you to really get involved without having to pay a large amount of money to own a piece. And you have the opportunity to experience a lot of different art.

And what is your perspective on the popularity of digital art nowadays, is this the time when digital art will finally be integrated into the contemporary art field?

Yes, I think so. To put it in perspective, there has been video art in the art market since the 1970s. Since then, it has been established on the art market on an international scale. But if you look at the actual market as such, an enormous amount of it is still painting, according to statistics a major part of the artworks sold are still paintings. So, video art amounts to a comparatively small percentage of the art market, even as nobody questions its importance and relevance. I think something similar will happen with digital art, although the NFT market has brought widespread attention to it, and the younger generation is much more connected to this kind of world. Nowadays, most people, and particularly young collectors, are finding it natural to have art on their screens. They live with it, they experience it on a daily basis.

Vera Molnar solo exhibition at DAM Gallery, 2014.

In that sense, now that you have started a collaboration with Niio and also have experience with other online platforms, what do you think about art streaming?

I love what Niio is doing. Because, first of all, it allows you to really get involved without having to pay a large amount of money to own a piece. And you have the opportunity to experience a lot of different art. This is particularly interesting, because I tell everybody who comes in for the first time into the gallery and is interested in digital art, and likes something, then I say, okay, wait a moment, come back in a week or two, or a month and look at it again, let it work on you, get familiar with it. Because that will change your views. 

And that’s what Niio allows you to do, you can experience a lot of different kinds of art. And some of it you will be totally excited in the first five minutes. And after an hour, you might say, oh, well, okay, let’s go for the next one. While other artworks, you will want to live with them, to see them every morning. 

I also like that it offers a way for artists to make some additional money without it interfering with their regular market where they sell or do unique one certifications or something like that. So I’m totally sure that this will gain momentum and that it will be interesting for people and companies as well as a means to gain access and understanding of digital art. And then they can check out DAM!

Robert LeBlanc: Trust is Everything

Pau Waelder

LA-based photographer Robert LeBlanc is known for documenting the lives of communities on the fringes of American society in photographic projects that usually take years, as he gains the trust of its members as is allowed to portray them at close distance. Since the publication of his first book, Unlawful Conduct, in 2016, his work has been increasingly on demand, leading to collaborations with mainstream firms and large companies, while also developing his own projects with funding that also comes from launching NFT drops and building a community of collectors around his work.

Fahey-Klein gallery is hosting an exhibition of Robert LeBlanc’s latest project, Gloryland, which is also available as an NFT drop on SuperRare and a limited-time artcast curated by Nicholas Fahey on Niio.

Robert LeBlanc. A New America #1 (2014-2022)

You have mentioned skateboarding as the reason why you got into photography. How would you say this experience contributed to shaping the photographer you are today?

I have always said skateboarding saved my life. I grew up in rural Montana, where I had no access to much art or culture, so as a youngster, I would see the world and experience art and culture through the pages of skateboard magazines and skate videos. Then, I started to use a camera when I would go out and skateboard with my friends and document what I would see in the streets when we would be out late skating around. I look back at those times and realize it was my “schooling” on how to navigate the streets, and that really helped develop the skills that honed my ability to access worlds I wouldn’t have normally seen. I firmly believe that skating gave me all the tools I needed to do what I do today. 

Robert LeBlanc. A New America #64(2014-2022)

Your photography projects span several years. What is the process of developing these projects? Do you work on several projects simultaneously? Do the experiences in one project lead to another?

When working on long-term projects, it is a slow burn. You have to gain trust and spend a lot of time with whom I’m photographing to really get to the good stuff. Eventually, the subject’s walls slowly go down, and that’s when you get the opportunity to witness the real magic. I work on several projects at once, and sometimes one project will open the door to another project. You never know when the right opportunity will present itself, and you have to be ready for that; sometimes, you get one shot to gain that trust or access, and being prepared for those opportunities is a must.

“When working on long-term projects, it is a slow burn. You have to gain trust and spend a lot of time with whom I’m photographing to really get to the good stuff.”

In your projects, you use different types of cameras. What do each of them bring to the final output? Is the choice of camera driven by a specific type of image you want to create, do other factors affect this decision?

Yes, I like to use different cameras; sometimes, a particular camera is perfect for that specific project. Cameras are the ultimate tool that connects how I see the world into a visual story to tell a wider audience. For me, not only how the camera shoots but the size plays a huge factor. Sometimes I need something small and very discrete, and sometimes medium format is the only way to create the image I need. I’ve recently been using a monochrome-only digital camera, which is such an inspiring tool. Something about being able only to see the world in Black&White will steer my attention to things I wouldn’t have ever noticed in color. I also love what a cell phone can accomplish, and we all walk around with quite a powerful tool in our pockets every day, and its normality can be a mighty thing. 

Robert LeBlanc. Gloryland. Untitled #35 (2018-2021)

Steve Schapiro, who was known for being able to blend in with the communities he portrayed, once said: “basically, if you’re just matter of fact photographing people in terms of who they are and what they’re doing, you don’t have any trouble.” Do you agree with this statement? How has your experience been when entering a community and gaining their trust?

Absolutely! When you leave your biases at the door and come into any situation with an open mind, you will learn something fundamental about the human experience. How you interact with whomever you photograph will be much more rewarding, at least in my experience. Trust is everything, and there is a responsibility within it too. These are real people with real lives and feelings; abusing that trust to me is the ultimate disrespect in my eyes. I have always played by those rules, and that has gotten me to the places I have been because of the respect I give to anyone on the other side of the lens, and I believe that’s the only reason I’m able to continue to tell their stories.

“Trust is everything, and there is a responsibility within it too. These are real people with real lives and feelings; abusing that trust to me is the ultimate disrespect in my eyes.”

In your description of the community of The House of The Lord Jesus in Squire you emphasize the need to look deeper and “sift through all the coal dust” to understand who they are and what they do. Considering that you intend to do this through your photographs, how do you develop the project with this aim?

I didn’t initially have that objective. I just wanted to witness a community that I found fascinating and widely misunderstood. But when I started to spend more time understanding who they were and the environment they lived in, I began to put those pieces together. It’s a tough part of the country that involves a lot of suffering; I not only wanted to show what they did but also show that they are kind, loving, and compassionate people. Mainstream media is at fault for turning what they do into such a spectacle and, in return, pushing a false narrative that talks about crazy folks who handle snakes, and honestly, that is so far from the truth. I watch people do things in the city every day that seems crazier and more stupid than what they do. This is a rich history of tradition on the verge of excision.

Robert LeBlanc. A New America #29 (2014-2022)

In your recent projects you have had sponsorships and collaborations with big brands, how has that affected the development of your work as compared to earlier projects? 

Luckily for me, it hasn’t at all. Large brands can be beneficial with funding and getting the word out there, and I’m incredibly grateful for brands who have supported my projects and ideas. But it’s important to know where the line needs to be drawn and remind yourself you are doing this because you are passionate about the project and not to be a PR firm that pushes a brand’s message. It comes down to finding a brand or company that shares the same message or beliefs, and if they start to push back or try to reshape what you, the artist, are doing, then they’re not the right fit. But it would be best if you were conscious of that, so you are not wasting each other’s time and money.

Robert LeBlanc. Gloryland. Untitled #39 (2018-2021)

What has the NFT market brought to the dissemination of your work? 

I have opened many doors through collectors or funding. I’m incredibly grateful for all the folks who have supported my NFT drops; most of those funds help to continue developing work or the release of works and books. There is a lot of power within the NFT community, and I’ve met many people I have looked up to for years who are passionate about supporting artists and the art community. It’s been such a fantastic ride so far. The biggest struggle as a creative is how do you continue to finance and survive while creating. I think before NFT came about, we as creatives were held captive by large brands with budgets, making us all fight for scraps, but NFTs have changed the game entirely. Now I can give collectors a more personal experience one on one, and they know that their support will be significant in developing these bodies of work.

“Before NFT came about, we as creatives were held captive by large brands with budgets, making us all fight for scraps, but NFTs have changed the game entirely.”

Tin Lizards is a project that involves collectors in the process of creating the photographs, using blockchain technology to create a system of voting and rewards. How was that experience? Are you interested in further developing this type of project?

I’ve been loving it and hopefully to do many more projects like this. I love being involved with those who support my work, and I hope Tin Lizards is a perfect case study on how collectors can play a very involved role in creating a project

Robert LeBlanc. Gloryland. Untitled #9 (2018-2021)

On SuperRare, your photographs are sold as NFTs and also available for download at 9k pixels. Why is the image available at such high resolution? Are you concerned that it might be used or printed without your permission or control?

No, not at all. Technology constantly changes, and so do the screens that are used to display art. I want to make sure that the collectors can use these images no matter what size screen they are displayed on. I obviously don’t want collectors printing my work because there is a level of quality control that needs to be intact, but if they have a 98″ screen, I want them to be able to enjoy the art on a large scale without the art looking like a pixel mess. Plus the files I use to print photos are much larger than what is available on SuperRare.

Refik Anadol: art in a latent space

Pau Waelder

Refik Anadol. Unsupervised: Machine Hallucinations MoMA (2022)
Museum of Modern Art, New York

Refik Anadol (b. 1985, Istanbul, Türkiye) is a media artist and lecturer, whose meteoric career has taken him from creating video mappings on building façades in several European cities, to being one of the first artists in residence at Google’s Artists and Machine Intelligence Program, the founder and director of Refik Anadol Studio RAS LAB in Los Angeles, a lecturer for UCLA’s Department of Design Media Arts, and a successful artist with global recognition in the contemporary art world. In just 15 years, Anadol has amassed numerous awards and presented his site-specific audio/visual performances at iconic museums and events such as the 17th International Architecture Exhibition – La Biennale di Venezia, Walt Disney Concert Hall, Centre Pompidou, Daejeon Museum of Art, Art Basel, Ars Electronica Festival, and the Istanbul Design Biennial, among many others.

He works with a large team of designers, architects, data scientists, and researchers from 10 different countries and has partnered with teams at Microsoft, Google, Nvidia, Intel, IBM, Panasonic, JPL/NASA, Siemens, Epson, MIT, Harvard, UCLA, Stanford University, and UCSF, to apply the most innovative technologies to his body of work. He is represented by bitforms gallery in New York. 

bitforms is participating in the Art SG art fair in Singapore from 12 to 15 January 2023, presenting a selection of generative artworks by Refik Anadol. Niio supports the exhibition as technical partner, in collaboration with SAMSUNG, and is proud to present the artcast Refik Anadol: Pacific Ocean, which features excerpts from three pieces by the Turkish artist. The following article offers a brief introduction to the main aspects of Refik’s work.

Refik Anadol. Unsupervised — Machine Hallucinations — MoMA Dreams — F
Image sold on Feral File as NFT. 100 editions, 1 AP

Building a latent space

A trailblazing artist in the field of art and artificial intelligence, Refik Anadol uses large amounts of data and machine learning techniques to create his generative artworks and site-specific installations. His creative process often implies the creation of a data set from an archive of images, sounds, and documents or from measurements taken by sensors, radars, and other devices. The data set feeds a series of machine learning processes that generate an endless succession of audio-visual compositions, which can fill a large screen, a whole room, or the façade of a building. 

At the heart of the machine learning models that transform the original data into something else lies what is called a “latent space,” in which clusters of items are formed from similarities between them, which give rise to a set of variables. The latent space is therefore a space of possibilities, somewhat unpredictable, that contributes to shaping the final outcome. In Refik’s work, it is not only part of the machine learning model but also a concept that helps understand his generative pieces and installations as spaces in which creation is constantly exploring its latent qualities. Spaces in which the artwork is never finished. 

His recent installation at the Museum of Modern Art in New York, Unsupervised: Machine Hallucinations MoMA (2022), clearly exemplifies the conception of the artwork as a latent space. Using the public metadata of The Museum of Modern Art’s collection, which comprises more than 130,000 pieces including paintings, drawings, photographs, and video games, the artist and his studio created a series of artworks that result from the interpretation of this data by means of a machine learning algorithm. The initial series was sold as NFTs in the exhibition Unsupervised on the online platform Feral File, the project being further expanded into the generative artwork installed at MoMA’s lobby. Casey Reas, artist and co-founder of Feral File, aptly described the artwork in terms of its latency: “What I find really interesting about Refik’s project with MoMA’s dataset, with your collection, is that it speculates about possible images that could have been made, but that were never made before” [1]. The artwork can thus be seen as a space of possibilities, but also as a simulated environment that becomes particularly meaningful in the context of the building that houses it.

Casey Reas: “What I find really interesting about Refik’s project with MoMA’s dataset is that it speculates about possible images that could have been made, but that were never made before”

Refik Anadol Studio. WDCH Dreams, 2018.

The room as Merzbau

Architecture, and more generally a real or simulated three-dimensional space as a container, are key elements of Refik’s work. Artworks such as WDCH Dreams (2018) or Seoul Haemong (2019) use the exterior surfaces of the Walt Disney Concert Hall in Los Angeles and the Dongdaemun Design Plaza in Seoul as canvases, while Infinity Room (2015) and Pladis: Data Universe (2018) are conceived by the artist as “Temporary Immersive Environments.” The artist stresses this connection frequently in his interviews: “I’m interested in exploring the architectural domain as deeply as I can,” he has stated recently. “All my art works tend to have a physical connection to public space” [2]. However, the architectural space is not conceived in terms of static shapes and volumes, but as something fluid and malleable, a work in progress. 

Kurt Schwitters’ celebrated Merzbau installations from the 1920s and 1930s come to mind as an illustrative example of Refik’s conception of space. Schwitters began to alter the space of his studio in Hannover by putting together small artworks, found objects, and debris into structures that he would glue and fix with plaster, building columns and shapes that protruded from the walls. The sculpture was never completed, the artist always kept adding elements and reshaping the space [3]. In a similar way, the space occupied by Refik’s artworks is permanently reshaped through a process that stems from an accumulation of found materials, data that loses its original shape and merges into something new. In the Temporary Immersive Environment series, he specifically seeks to immerse the viewer in a “non-physical world” that questions their perception of space and their own presence [4]. The room is expanded and multiplied through optical effects, with the aim of creating a viewing experience that goes beyond staring at a flat projection.

Refik Anadol: “I’m interested in exploring the architectural domain as deeply as I can. All my art works tend to have a physical connection to public space.”

This conception of space as integrated into a Gesamtkunstwerk, the “total work of art” that has been the aspiration of opera composers, architects and filmmakers, is not, however, the only connection with architecture in Refik’s work. Interestingly, while Schwitters sought to merge all of his artistic practice under one term (Merz), erasing distinctions between painting, sculpture, and architecture, Anadol describes some of his generative art works as “data paintings” and “data sculptures.” These references to classical formats speak of a different type of space, confined within the limits of a screen or a wall, which nevertheless intervenes in the surrounding space by means of a trompe-l’oeil effect that creates the impression of three-dimensional shapes pulsating beneath and beyond a solid, thick frame. Artworks such as Virtual depictions: San Francisco (2015), displayed on an L-shaped media wall inside the main lobby of the 350 Mission building in San Francisco, seek to create an imaginary space that stands out spectacularly, but at the same time embeds itself into the surrounding architecture. The connection between the artwork and its location, though, is not only expressed in terms of how the screen is placed on the wall, but also in the data that gives meaning to the fluid elements that inhabit the virtual space.

Refik Anadol Studio. Future of the City, 2020.

Data is not just a bunch of numbers

Coming back to the concept of latent space within machine learning models, it is important to remember that Refik Anadol’s artworks do not only have an aesthetic dimension, as colorful shapes in fluid transitions or enormous mosaics of distinct elements, but also a conceptual dimension, expressed by the data that feeds the whole process leading to the site-specific installations and performances. Speaking about his project Quantum Memories (2020), the artist states the importance of this data and the meaning it conveys: 

“For me, data is not just a bunch of numbers. For me, data is actually a memory. From that perspective, I’m always looking for what kind of collective memory that we are holding as humanity, and how can we use these memories and turn them into a pigment or a sculpture that represents who we are as humanity.” [5]

Conceiving data as memory resonates with his ongoing work with all kinds of archives, from the 1,700,000 documents found in the SALT Research collections to the 587,763 image files, 1,880 video files, 1,483 metadata files, and 17,773 audio files in the Los Angeles Philharmonic Orchestra’s digital archives. Every bit of information in these files has its own history and meaning, and has a certain association with another file, enabling the clusters and variables that will emerge in the latent space. The artworks may appear as abstract compositions or massive collages, but they are actually visual representations of underlying stories and invisible structures. As the artist puts it, they aim to “make visible the invisible world of data that surrounds us” [6]. This statement may lead to considering Refik’s work as a form of data visualization, but it goes well beyond this task, into what media theorist Lev Manovich has described as “represent[ing] the personal subjective experience of a person living in a data society […] including its fundamental new dimension of being «immersed in data»” [7].

Lev Manovich: “The real challenge of data art is how to represent the personal subjective experience of a person living in a data society.”

Some of Refik’s installations directly address this condition of being immersed in data by means of projections that surround the viewer with visualizations of the data collected from archives, or in real time from sensors and other sources, as in Latent Being (2019) or Future of the City (2020). Others present data that relates to environmental systems that we usually ignore but that have a profound impact on our planet, and therefore in our lives. This is the case of Pacific Ocean (2022), the series presented by bitforms at Art SG in Singapore and on Niio as an artcast featuring three video excerpts.  

bitforms gallery booth at ArtSG Singapore presenting a series of artworks by Refik Anadol. Photo courtesy of bitforms.

Collecting data from High Frequency Radars (HFR) located in the Pacific coast of the United States, the artist has created a series of visualizations of ocean currents that seems abstract and realistic at the same time: the ebbs and flows of granular elements in shades ranging from dark blue to emerald green clearly evoke the surface of a raging sea, but they are also somehow unreal, impossibly merging numerous currents from different directions in beautifully chaotic, and even violent, clashes. HFRs are used to measure ocean currents and understand their impact and response to climate processes. The data collected from networks of radars in coastal zones around the world is crucial to protect the marine ecosystem and predict changes that will affect life on our planet. Seen from this perspective, the artworks acquire a somewhat unsettling tone and inspire an awareness of the ecosystems that we so often ignore, putting into question our anthropocentric view of the world.

Refik Anadol. Pacific Ocean A, 2022

Machine dreaming

Anthropocentrism and our inability to understand the agency of non-human entities and systems around us are underlying subjects in most approaches to art created with artificial intelligence. The perennial question of whether it is the artist of the machine that creates the artwork is still debated after 60 years of algorithmic art, now reinforced by the spectacular achievements of machine learning models in producing realistic images and coherent texts. In Refik Anadol’s work, the use of artificially intelligent systems leads to two interesting aspects of artistic creation: the notions of control and authorship. 

Terms like “machine learning,” “supervised learning,” “reinforcement learning,” and “training model” speak of the intention to use artificial intelligence as a tool to obtain predictable results, in which the machine is meant to produce a specific output. This perception of the machine as a mere instrument, fully controlled by a human, contradicts the way artists have used generative algorithms and AI systems to create their artworks. Nowadays, artists working with artificial intelligence understand machine learning as a way of exploring post-anthropocentric creativity, therefore using AI to reach beyond the confines of human imagination and let the machine bring in the unexpected, the incongruous, the unsettling, and even the impossible. In Refik’s work this approach is made clear in the use of machine learning models to create “dreams” and “hallucinations.” He has described AI as “a thinking brush, a brush that can think, that can remember, and that can dream.” This statement implies an interesting balance between letting the system loose and keeping it under control. In Archive Dreaming (2017), the installation is allowed to “dream” when a viewer is not interacting with it, so that this state is interrupted when a human takes control. In other installations, such as Machine Hallucination (2019), the system can create its own associations and reimaginings of the contents of a very precise dataset, so that its “unconscious” is nevertheless under a certain level of control. 

Refik Anadol: “the most important thing for me is creating a thinking brush, a brush that can think, that can remember, and that can dream.”

The question of authorship stems from the perceived control over the final output: if the artist had no control over it, is he the author of the artwork? Interestingly, while the Dadaists and Surrealists already integrated randomness into their artistic practices and many other artists have incorporated unpredictable processes or external agents into their work, authorship tends to be more fiercely contested when a computer is involved. Refik Anadol’s authorship is nevertheless palpable in the aesthetic and conceptual foundations of his work, which remain consistent throughout his career despite considering himself part of a large team of experts and working with increasingly complex AI technologies. He conceives the process as a collaboration, both when dealing with software and hardware and when teaming up with designers, coders, and researchers to develop a project. There are, however, crucial moments when decisions are made, and these are the moments when the artist states his authorship:

“There’s a collaboration between machine and human. With the same data, we can generate infinite versions of the same sculpture, but choosing this moment, and creating this moment in time and space, is the moment of creation.” [8]

Out of infinite possibilities, making a choice that determines the next step in the process and shapes the final output is a prerogative of the artist, who is finally the author of the artwork that emerges from a latent space.

Notes

[1] Refik Anadol, Casey Reas, Michelle Kuo, and Paola Antonelli. Modern Dream: How Refik Anadol Is Using Machine Learning and NFTs to Interpret MoMA’s Collection. MoMA | Magazine, November 15, 2021.

[2] Dorian Batycka. Digital Art Star Refik Anadol’s First Supporters Were in the Tech World. All of a Sudden, His Work Has Become White-Hot at Auction, Too. Artnet, May 18, 2022.

[3] Gwendolen Webster. Kurt Schwitters’ Merzbau. A dissertation presented to the Open University, Milton Keynes, 2007.

[4] Refik Anadol. Liminal Room. Refik Anadol Studio, November 19, 2015.

[5] Claudia Pelosi. Machine intelligence as a narrative tool in experiential art – Interview with Refik Anadol. Designwanted, December 19, 2020.

[6] Refik Anadol. Virtual Depictions: San Francisco. Refik Anadol Studio, October 1, 2015.

[7] Lev Manovich. Data Visualization as New Abstraction and Anti-Sublime. Manovich.net, 2002.

[8] Refik Anadol, Casey Reas, Michelle Kuo, and Paola Antonelli. Modern Dream. op.cit.

Driessens & Verstappen: driven by process, shaped by time

Pau Waelder

Erwin Driessens and Maria Verstappen have worked together since 1990 in the creation of process-based artworks using software, robotics, film, photography, sculpture, 3D scanning, and many other analog and digital techniques, as well as enabling, manipulating, simulating or documenting physical, chemical and biological processes, including plant growth. Following the presentation of their artcast The Kennemer Dunes, curated by DAM Projects for Niio, we have discussed the main concepts that drive their artistic research and the processes behind some of their most influential artworks.

Kennemerduinen 2010, scene E, 2011

Process is a key concept in your work, that is carried out automatically by programmed machines, spontaneously occurring in a natural environment, or happening through physical and chemical reactions. Why is creating, enabling or documenting processes so fundamental to your work?

Not all generative processes are equally interesting to us. We are mainly focusing on decentralized processes, the so called bottom-up processes. In these processes the patterns are not defined by a central authority but by local interactions between a vast amount of  decentralized components. Examples for this are bird flocks, ant colonies, market economies, ecosystems or immune systems.When we study the landscape, what we see are the interactions of the elements in the ecosystem that react, adapt, and evolve over time. And that is also exactly what we try to model when we work with computers: the interactions of many small elements that together create a coherent global structure. We try to express that in the generative systems that we build. For us, this way of working implies another role of the artist. In the tradition of art, artists tend to work top-down, taking a piece of material and then shaping it to match an idea they had on their mind. We’d rather take a step back and see how the material can organize itself, albeit creating certain preconditions. As artists, we create a process that can make something by itself or react on the stages of development, so that it is the system that shapes the product instead of us determining how the material has to be formed. So there are different angles on why we are so interested in process, self organization, and evolution. 

“As artists, we create a process that can make something by itself, so that it is the system that shapes the product instead of us determining how the material has to be formed.”

Time is also an important aspect in these processes, of course. A landscape has many timescales: there are things that take ages to form, while others belong to a shorter time scale, like the seasons and the flowering. So there is this relationship between the different timescales that make it hard to understand exactly what has happened and why it is exactly like that. But when we look at the landscape, we feel the natural intertwining of all those small and big events that have led to the big picture that we see in front of us. And I think that’s why landscape, as a genre, has such a long history in art, because these inimitable processes, which take place differently in every place on earth, constantly evoke new aesthetic experiences in us.

Kennemerduinen 2010, scene H, 2011

In relation to the factor of time in your work, in The Kennemer Dunes the process is sped up, but still shown at a slow pace. What do you find most interesting about this slowness?

In the Landscape Films (2001-2010), we create an acceleration by the compression of time. We decided to do this because we experience the landscape at a given moment in time and we cannot predict or remember exactly how it looks in another season. We chose to show the series of still images in the form of a slow, fluent movie of around 9 minutes to enhance our perception of the slow, but powerful seasonal transformations. What we did here, then, is to take a picture from the same place on the same time of the day during different days over the course of a year. This gave us the opportunity to notice small things one would usually not pay attention to, the subtle changes in the landscape that happen at a pace that is the pace of nature and not humans. 

What we created is related to time-lapse animation techniques, but we decided not to simply put all images one after another, because that would generate a very hectic activity, with clouds passing by quickly and plants nervously growing towards the sunlight. In our view this would not support the landscape experience, so instead we chose very few images, around 52, and added a 10-second transition between them. The  transition between each photo is not a proper representation of what has happened  there and then, because it is just interweaving the pixels of one picture to the other. So it is not accurate as a document, but as an experience it is more accurate, because it keeps the quietness of the experience of contemplating the landscape.

Morphoteque #15 (2011). 27 elements, 1:1 copies of peppers. Plaster, acrylic paint.

A third outstanding aspect of your work is that of categorization and collection, as is made evident in the Morphoteque series or in Herbarium Vivum. What can you tell me about these artworks?

In these works, where we deal with static forms, particularly in the Morphotèque series, we always have a collection of objects that are expressions from a certain process and then we want to show the variety of the different outcomes. For instance, the Vegetables Collections (1994-2011) consist of rejected vegetables that have been collected by us from groceries and markets, and then cast as a sculpture, in order to preserve them, as they will obviously decay. We could have taken a photograph, but since the work is about morphology, we needed to keep the three-dimensional form rather than just an image. This work comments on the fact that, in our industrial world, we want our food to be produced in perfect and identical shapes. This is convenient for the machines that harvest and process them, but it is also the result of an aesthetic decision. But of course the plant growing the vegetable does not follow these principles, so it can produce asymmetrical or “abnormal” vegetables, which taste  the same as the “perfect”-looking ones, but nevertheless are put apart and used for cattle fodder or just thrown away. 

By collecting and preserving these irregular specimens, we show the wide variety of possible growths within a particular plant species. And that they are visually more rich-than the symmetrical and straight forms that we normally get to see in the supermarket. This type of work also gives us an opportunity to talk about processes that you cannot carry out in any museum space or in an art space. You cannot show the growth of a pepper, but each selected shape refers to an individual growth process, while the collection as a whole also shows the typical similarities.

Solid Spaces, 2013. 3D print in acrylic, approx. W.35 x D.25 x H.15 cm.

What drives you to create physical objects out of algorithmic processes (as in Accretor) and real space mappings (as in Solid Spaces)? What does the physicality of sculpture bring to your work?

In Solid Spaces (2013), particularly, there was an interesting connection between the process, the space, and the outcome. We had the 3D scanner working inside the church, we displayed two  sculptures that were made from previous scans of the interior of the church, and there was of course the architectural space of the church itself. People could see all of this at once and relate the objects with the space and the process of production. One thing we like about 3D printed objects is that we can create them by letting the machine look at something in the real world, an existing church for instance, but it can also be a completely virtual object, existing in a digital space. In the latter, the object that has been generated using generative software can be so complex and detailed that it might be difficult for the 3D printer to produce it. 

Sandbox, 2009. 245 x 122 x 176 cm. Wood, lacquer, metal, fans, sand, electronics.

The Kennemer Dunes can be connected with your diorama artworks of that time, Sandbox and Hot Pool, which also show a slowly evolving landscape, although through different means. Which connections would you make between these different types of landscapes?

All these works relate to our fascination with decentralized processes. What we did in Sandbox (2009) and Hot Pool (2010) is that we reduced all the elements that are in the landscape to three things: the box itself, which hosts the diorama, the wind or heat, and the particles of sand or wax. In Sandbox we create artificial winds using 55 individual fans placed on the roof of the box, with a software program that controls them. However, the result is not a pre-planned choreography, but there is an unpredictable process involved that turns on and off the fans. Of course, the wind shapes the dunes, but in turn the dunes change the direction of the wind.here is a complex interaction between the sand and the wind that is less deterministic than one might imagine. The geometry of the box causes even more complex turbulences, so in making these seemingly simple miniature landscapes, we realized that they are not so easy to understand and predict. If you change one little thing, it has an influence on everything, even in this very small secluded world. This is also something that we discovered working with software: when you change one of the many parameters a little bit, it can have a really dramatic effect on the whole. And that’s exactly something that we would like to communicate with our work: when you change a little thing in a complex system, when you take out one species, for example, one plant, or you change the temperature just one degree, everything changes and often in an unpredictable way. 

“We, as human beings, have to be more in balance with the ecosystem that we are in, and we should be humble when we interfere in systems that have evolved over many years”

Most things in the world are part of a complex system. So we, as human beings, have to be more in balance with the ecosystem that we are intertwined in. And we should be humble when we want to interfere in existing systems that are in balance, or have evolved over many, many, many, many years. We think we understand the system and that we can control what will happen when we change it. But actually, we always create a reduced model of the system and we let out some small things that we think are not important. And then it turns out that it’s this very small thing that you did overlook that is very influential in the end. 


E-volver, 2006. 4 breeding units with displays, 5 prints on canvas 600 x 300 cm. Permanent installation, interactive software. Research Labs, Medical Center Leiden University. Commissioned by LUMC Leiden and SKOR Amsterdam.

Works like E-volver and Breed deal with artificial evolution programs. How would you compare the processes involved in these computer simulations with your work with natural processes, either observed (Landscape Films, Pareidolia) or manipulated (Tschumi Tulips, Herbarium Vivum)?

We are interested in evolutionary processes as a kind of bottom up, decentralized process. Evolution is difficult to observe in the real world because adaptation to the environment and the passing of information to the next generation is rather indirect and it occurs  in small steps. But if you manage to model this slow and gradual process in the computer, it suddenly becomes observable, largely due to the acceleration of time (like in the landscape films). So in recent years we have set up a number of projects in which we have used evolution as a step-by-step development of an artwork, but also as a way of not completely controlling the results (due to the complex feedback loops involved).In Breed (1995-2007), for instance, the  process of mutation and selection is completely automatized, there is no human intervention. The artificial evolution takes place completely in itself, because the fitness score is determined by objective and measurable properties of the shape: the form that is generated inside this virtual environment should be structurally correct and be able to be materialized as a real object.  In E-volver (2006), there is human intervention involved,  since the mutations and variations of the animations are influenced by the subjective preferences of the people that interact with the work E-volver was made for the Research Labs of the LUMC in Leiden, where scientists and students in human genetics can grow abstract, colorful animations on four breeding units via a touch screen. It’s there now for I think 16 years, and it’s still working. It is always creating something new, and people can see that they have an influence on the outcome of the program, but it is more of a reactive intervention than a  creative one. E-volver involves an unusual collaboration between man and machine, providing a breeding machine on the one hand and a human “gardener” on the other. The combination of human and machine properties leads to results that neither could have created alone.

The outcomes of these artificial evolution programs can be connected with the Vegetable Collections in the sense that they also show how the industry speeds up evolution towards the genetic code that produces a set of desired outcomes, such as round potatoes and straight carrots, while what we want is to show the diversity in these morphological processes. We are equally interested in showing both the results of this virtual growth process in terms of diversity and detail, and the industrial production process that is automated from design to execution. Our approach shows that technological manufacturing processes do not necessarily have to lead to standardization, control, simplism and homogeneity, but to the contrary. When we started these projects in the 1990s, people were not used to computers as an artistic medium, and we had to explain that the artworks were generated in the digital realm, with digital processes, but now people understand that this is something that is created artificially.


Pareidolia, 2019. Robotics, microscope, camera, perspex, wood, metal, sea sand, screen 50 inch, black coated metal housing. Commissioned by SEA Science Encounters Art.

In your recent works, Pareidolia and Spotter, the task of observing nature is carried out by a machine through cameras, face detection software and machine learning models. It seems that this leads to a fully automated and autopoietic system, is that what you are looking for? Which possibilities do you see in machine learning for your future artistic projects?

We started working with neural networks some 10 or 15 years ago, but back then the computer processing speed was so slow that you could only do something very simple, and then it would take days before you could see the output. So it was very limited, but later on, when it became more achievable, we dived into it. However, we are reluctant to further elaborate on it, because artificial neural networks tend to take on an aesthetic that comes from the system itself and therefore all the artworks generated by these techniques look more or less similar. And it’s also very hard to understand how it works, beyond the fact that you can influence the training of the machine learning program by selecting input images and also some other training parameters. But what it has brought us so far is not very satisfying. Certainly now, with programs such as DALL-E or Midjourney, there are interesting possibilities to explore. These are very complex systems based on enormous amounts of data, and it can only be run by big companies and universities. Everyone can actually rent the software as an online service. As artists we are interested in building the systems we work with, not just using them to obtain specific results. So for us there is little to gain with these text-to-image generation systems. 

“We do not want to work with a big black box and wait for something to come out of it, without understanding anything about it. We want to build the system we are working with.”

The relation between process and result must also take place on the level of creating the system. We do not want to work with a big black box and wait for something to come out of it, without understanding anything about it. Although the systems that we build also are hard to fathom, in the end, we do have a very satisfying understanding. It’s a deeper understanding of what you cannot control. For instance, in Pareidolia (2021) we created a robot that uses machine vision and face detection to identify human faces in the texture of grains of sand. We built the face recognition program ourselves so that it would work on sand particles rather than the usual application of such software. Although it is hard to understand how the artificial brain learns to distinguish a face from something that is not a face, it was very satisfying to build the software based on our own database with tens of thousands of images. And then to see it applied to sand, whose morphology is really rich but too small for us humans to perceive. If you think that every sand particle in the world has a unique shape, then you can imagine a gigantic amount of sculptures that are right there under our feet. Applying machine learning to our own face detection software has so far been more interesting and satisfying than the potential of generative neural networks (GANs), yet another type of machine learning. But you never know, sometimes it can take quite some time before you are able to transform and internalize the possibilities opened by a new technology and use it in a personal and original way. 

Fabio Catapano: the beauty of simplicity

Pau Waelder

Fabio Catapano is an Italian digital artist and designer who works with code, CGI, and motion. Encouraged by the possibilities that the NFT market has opened to digital artists, he is developing a growing body of work inspired by Japanese aesthetics and creating generative art that moves away from strict geometry and explores the poetic side of creative coding. On the occasion of his solo artcast A Theory of Color, we had a conversation about his creative process and his views on the future of digital art.

Fabio Catapano. Colorem 221201, 2022

What took you to create your artworks using generative algorithms and how would you describe your creative process?

It was the result of a series of choices. When I was younger, I worked for a long time as a VJ making visuals for clubs and musicians. In that process, you need to create a lot of video content, and I used a software called Quartz Composer, which is pretty much one of the first node-based generative system software programs. Besides my work as a VJ, I have always been passionate about programming languages and I learned some Visual Basic as a hobby. So I had both the interest and the motivation to use this software and explore the creative possibilities of generative algorithms. Since what I did is write the code and then the system would generate the outcome, I found it fascinating to ask myself who is the creator, me or the machine? I feel that we are co-creators, and the software is not just a tool, it is something else.

“I take cues from the way software developers think and collaborate, how they create iterations and updates of the same program.”

The initial idea for an artwork can originate in a shape, the feeling of motion, or a texture, colors, or the combination of two or more elements together. The process in itself is very, very experimental, a form of research in which every outcome is a good outcome. How the project develops is very spontaneous: for instance, I started two years ago with the series Colorem and I wasn’t expecting to create so many pieces. But I ended up creating day after day a different iteration of the same system in a way that felt as a journal of the whole process. I take cues from the way software developers think and collaborate, how they create iterations and updates of the same program. This is why the artwork titles include a reference number that indicates the date of creation and are therefore similar to the versions in a computer program. 

Working in iterations. Diagram by Fabio Catapano.

Every day there is a different outcome and a different exploration, that may be driven by a series of colors, or shapes, or something that I did before. Sometimes I want something that is a bit more grainy, or a bit more clean. But none of those, in my opinion, are the correct answers. They are just moments in time, part of an exploration. That’s pretty much how I started to work with generative art. 

Ideas lead to other ideas. Diagram by Fabio Catapano.

Color plays an important role in your latest series of works. This is an element that is crucial both to designers and visual artists. How do you work with color in the different facets of your professional work? What led you to make it a central part of your artistic research?

It’s funny, because many years ago –I was 17 back then– when I started to create digital art with Photoshop and other programs, it was very colorful. After that, I discovered generative art, and I shifted to black and white. I did so because I was more focused on learning the system and how to create genuine art. So I was more interested in how to create shapes and decided to remove the colors from the equation, and everything became black and white. But then I realized that there was nothing really creative about it. Many other generative artists at that time were creating very geometrical, black and white art that, to me, looks only like a lazy version of a work by Bridget Riley. So I was learning but it felt like I was bringing nothing new to the conversation. 

That’s when I started to shift to colors. I also did so because I wanted to do the opposite of what you expect from computer art, very geometric and strict, with shapes but not colors. I wanted to show that a computer can dream. So I created these shapes that are fluid and can move from one color to another. Also at that time I became interested in the Japanese concept of wabi-sabi, which deals with appreciating the simplicity, imperfection, and mutability of things. I took inspiration from the book WA: The Essence of Japanese Design by Rossella Menegazzo and Stefania Piotti, which shows how Japanese artists such as Takeshi Hara or Koichi Ogawa, among many others, manage to bring such quality in the designs they create. I was also inspired by the Polish artist Wojciech Fangor. I love the way these artists deal with simplicity, structure, and color. 

Japanese inspiration. Images collected by Fabio Catapano.

I also want to show that generative art can be something else, not just the geometrical art that is usually represented by the cyberpunk community. Generative art does not need to be futuristic, it can be something else: it can be white, it can be slow, it can be dreamy… Slowness is also important to my work because nowadays everything goes very fast in our digital lives, social media promotes content that grabs attention in the first three seconds, and I intentionally try to go in the opposite direction, towards a calm and slow contemplation.

“I wanted to do the opposite of what you expect from computer art, very geometric and strict, with shapes but not colors. I wanted to show that a computer can dream.”

While you work with generative algorithms, the outputs of your work are usually still images, videos, and prints. How do you work with these different formats? What makes you choose which will be the final shape of a particular piece?

I have released only one project as a software, Origami, that generated a new output every time it was minted, in a limited edition. This was on (fx)hash, last June. I have never released an artwork as a software that someone can run on the computer, mostly because I find it complicated to explain and distribute. However, I think that, for instance, Colorem as work shouldn’t be a video, it should be software. Because the idea is that it can run there and just constantly change and never be the same. But that’s pretty much true for any generative artwork. So if one day I find a way to distribute those ideas through software, I will be happy to explore further and introduce a new layer of variability and new layer of randomness that is informed by an external factor. I would like the artwork to be detached from me at some point. 

Creating with a computer. Diagram by Fabio Catapano.

In my work I try to think in a more fluid way where I don’t care much about, for instance, the ratio, because ideally with a few clicks I can change the format. And if I work in a print on paper, then I choose a particular moment in the process which to me is interesting, and that can stand on itself as a static artwork. There is also an important process taking place when I create a print, which involves choosing the paper and seeing how the pigments react to the paper, and how the texture of the paper gives a new dimension to the colors. Actually, working with paper inspired me to introduce grainy textures in my digital artworks and try out gray backgrounds, which is something I am still experimenting with.

In this sense, something that is interesting is that artists today can work in a way that artists before couldn’t: today we can use social media as a lab, by posting tests and experiments and getting a response from your audience. To be honest, it is important for me what my followers say, to have that feedback, because I don’t create the artworks to just put them in a drawer, I want them to be seen.   

Another format that I want to work with is projection. As a VJ, I worked a really long time with a projector. And I’m missing right now that in the equation: I have a screen that emits light. I have a paper that receives light. But the projector does something else, it throws light on a surface. That is way more interesting because that again becomes not just an image, it becomes a lighting solution. And the reason why I haven’t tried that yet is because you need the right projector, the right space with the right amount of light, the right attention from the audience, and stuff like that. It’s nothing new, of course, but I would really like to explore that other avenue.

Fabio Catapano. Colorem 221025, 2022

You have been nominated as one of the ten most influential NFT artists in Italy. What has the NFT market brought to your practice, what do you find most interesting in distributing your work in this format?

There is this well-known saying: “beauty is in the eye of the beholder.” I’d say that also value is in the eye of the beholder. What this means is that, after NFTs, even JPEGs have gained value, a value that is supported by a collective agreement and a collective trust. So we decided that the JPEG from now on is not just a JPEG that one can find on the internet, but is a JPEG that can have a $1 value and tomorrow can increase that value to $2 and so on. So, what the NFT market brought me as an artist is a community and a collective trust that turned digital art into something valuable. We know that digital art has existed for many years, and that it has had its value, but suddenly, we have more attention. And it’s a good thing, because there are many projects, many museum shows, and many new things happening. To me it has also meant being able to proudly say: “I’m a digital artist,” and that people can understand what that means.

Value is in the eye of the beholder. Diagram by Fabio Catapano.

On the other hand, the NFT market brought me some revenue and the opportunity to focus on the practice itself. I launched my Genesis with SuperRare. The series was called Data Collector, and it referred to the fact that nowadays collectors are actually collecting data, a bunch of information that moves from one wallet to another. And suddenly this data has value, because we all agreed that it has. So I took these classic statues and made them into particles that move like data moves from one wallet to another. Beyond art, I think that NFTs and blockchain technology will be very important in many more aspects of our lives.

“What the NFT market brought me as an artist is a community and a collective trust that turned digital art into something valuable.”

Having participated in exhibitions in museums, galleries, and also metaverses, what would you highlight in these spaces as the most interesting for the presentation of your work?

I would say that the one space I don’t like is the metaverse as it is designed right now. I see no reason why I need to have a puppet moving in a digital world, watching very low resolution JPEGs. Why do you need a room at all? Additionally, what is being offered now looks like a cheap version of a video game. In fact, I’d say that Fornite and Minecraft are better “metaverses” than most projects I’ve seen.

Then when it comes to galleries, I have to say that most of the people running these spaces don’t know how to display digital art, because they don’t understand the medium. They don’t understand its physicality and the technology behind it. Now everyone wants to jump on this trend, but there are so many things that you need to consider: choosing the screens, the right environment, the lighting, and so forth. Still, I believe this will change and it will get better.

Fabio Catapano. Colorem 221207, 2022

How would you compare your creative process when working with a brand as a designer and when you are creating as part of your own artistic research?

An artist today has to be many things at once: a designer, a photographer, a marketer… There are a lot of things that probably have been there before, but today even more so because the market is more competitive. In my commercial projects, I didn’t actually create the work for them. Rather, the brand bought an artwork I had made and licensed it to use it in their communications and design. It is more and more common that art and design are combined or fused in some contexts. Design is great, but it can be very dry from a storytelling point of view, while art can push those boundaries and can explore new visions.

Fabio Catapano. Colorem Fragments v1, 2022

You have expressed interest in the possibility of displaying digital art on any screen, in a way that can be compared with street art taking over public space. From the perspective of sociology and anthropology, how do you see this presence of digital art evolving in the future?
It is clear to me that we are increasingly surrounded by screens and digital devices. We have quickly switched from having one television set per home to having multiple TVs, smartphones, tablets, and computers. These screens are also closer to us than the television set ever was, and they are not in one room anymore, they move with us and invade every space we inhabit, also the public space. Looking at films like Blade Runner, I see a future with screens everywhere, in which the content will be customized to every user. This can also happen from an artistic point of view, so for instance the content is actually related to the person that is looking at it. Similarly to what is happening now with NFTs, every person is identified by their wallet and carries their art collection with them, wherever they go. With connected screens, we will be able to take our art with us and enjoy it wherever we are.

What the ¶b≠ôÆ is Glitch Art?

Ask Me Anything by Pau Waelder

Ask Me Anything is a series of articles in the form of conversations, aiming to clarify certain terms, techniques, and debates related to digital art. Our Senior Curator puts 20 years of expertise in digital art at your service to answer your questions, taking only 5 minutes of your time.

Mark Amerika. Mobile Beach, 2007

Hey, what happened? The screen is broken!

What? Ah, don’t worry, the screen is fine. What you are seeing is glitch art.

This is art? But there’s something wrong with the image, it’s not loading properly. Did you check the cables?

Yes, precisely that is how the image is supposed to look. The glitches are what this type of art is about. 

Oh, you can’t be serious… How can this…? I mean, ah… I can’t concentrate with this image jumping around and… and getting all pixelated and broken…

I understand. Let me recommend a simple exercise: take a deep breath… and stop trying to fix the image, just look at the changing patterns on the screen. Don’t think of it as an image of a river, or the portrait of a woman, or whatever it is you are trying to see there. That is just an illusion. The image does not exist, it is just information interpreted by a program and displayed on a screen. 

The image does not exist, it is just information interpreted by a program and displayed on a screen.

I don’t understand. When I download an image to my computer, it is always an image. I see a thumbnail on the desktop, I click on it, and there it is: an image.

Yes, because it is interpreted as such every step of the way by the operating system. But try this simple trick:

1. Click on the filename. Change the extension from .jpg or .png to .txt

2. Open the file. The operating system will use a text editor.

3. You’ll see strings of weird characters that make no sense. Select some and erase them.

4. Save the file. Change the extension back to .jpg or .png

5. Open the file. The image has changed, it is probably broken or cut at some point.

This shows you what I explained before. When everything goes well, you are deceived into seeing a sharp, beautiful image, but when the data is corrupted, not properly transmitted, or there is an error in the program interpreting the data, this is what happens.

Ok I get it. But then, why is this art?

Glitch art is mainly about exploiting an error in a computer system, exposing its inner workings. It is hard to offer a specific definition, since there are many types of glitches and ways of interpreting what a “glitch” can be. Artist and researcher Rosa Menkman, who has extensively worked and theorized about glitch art, puts it this way: 

“A glitch is the most puzzling, difficult to define and enchanting noise artifact; it reveals itself to perception as accident, chaos or laceration and gives a glimpse into normally obfuscated machine language. Rather than creating the illusion of a transparent, well-working interface to information, the glitch captures the machine revealing itself. Glitch artists make use of the accident to ‘disfigure’ flow, image and information, or they exploit the void – a lack of information that creates space for deciphering or interpreting the process of creating (new kinds of) meaning.” [1]

Menkman argues that glitch art goes beyond the aesthetic or the machinic, revealing flaws that are also present in social, political, and knowledge systems. 

Raoul Hausmann, fmsbwtözäu, poster poem. 1918. Centre Pompidou, Musée national d’art moderne-Centre de création industrielle, Paris. Photo: Philippe Migeat

How can art be about error and nonsense?

Different art movements have explored the creative potential of errors and played with the absurd. Take for instance the Dadaists, who proclaimed the futility of art and their distrust of the art system. “Everything one looks at is a fake,” said Tristan Tzara in his Dada Manifesto of 1918. The Surrealists also wanted to disrupt the creative process and access less formal and rational ways of creating art by introducing randomness and spontaneity. 

Ok, but the Dadaists and Surrealists did not use computers.

No, but they faced structured systems with codes and an internal logic that they wanted to disrupt. Using random words to create a poem or creating one out of unintelligible words, such as “dll rrrrr beeeee bö fümms bö,” as Kurt Schwitters did in his Ursonate (1932), is akin to creating a glitch in language, understood as a formal system, and actually developing a different kind of language. Similarly, Glitch Art is not simply about creating a disruption in a computer system, but exploring the creative and expressive capabilities of integrating glitches into a digital image, video, text, sound, or software, among other mediums.

Rosa Menkman and Johan Larsby, Monglot (2011) glitch software.

Hold on, you’re saying that the artists create the glitches?

They sometimes appropriate them, or create the conditions for the glitches to happen. Musicians working with electronic synthesizers already experimented with disrupting the circuits to create noise. Also artists like the duo JODI, who are among the pioneers of net art, explored the aesthetic capabilities of the code hidden behind every website and also with the first modifiable versions of videogames such as Wolfenstein 3D or Quake. Some artists appropriate glitches happening while using computer software, as for instance Ant Scott, who in the early 2000s built a blog collecting screenshots and photos of software crashes and offered an initial definition of glitch art. Others initiate a process aimed at making glitches happen: this is the case of Mark Amerika’s experiment with mobile video in the late 2000s, forcing the capabilities of the mobile phone and the limitations of streaming HD video to generate “datamoshing,” a visible error caused by video compression. Rosa Menkman and Johan Larsby created in 2011 a glitch generator software called Monglot as a way of teaching about glitch at a moment in which it had been widely adopted as a purely aesthetic visual style in music videos and graphic design. More recently, glitch has been frequently adopted in the NFT art scene, as can be found in the work of Domenico Barra, or notably in generative art projects such as Kim Asendorf’s Sabotage. Then some artists are inspired by glitch art but move beyond it, as is the case of Yoshi Sodeoka, whose work connects noise music and glitch into an audiovisual language of his own.

Yoshi Sodeoka, Synthetic Liquid 7, 2022.

Wow, you went full art historian mode there.

I just scratched the surface.

Understood, but now that we have increasingly better high resolution screens,  hyperrealistic 3D simulations, and immersive virtual reality devices, what’s the point of glitch? Isn’t it a bit nostalgic and passé?

I would argue quite the opposite, that as the means to create a convincing virtual reality around us are getting better, we need to counter this sleek, fake hyper-reality with a bit of glitch. Besides, glitch is fun.

Yes, I have to say that once you “get it,” it’s quite fun.

Told ya.

[1] Rosa Menkman. The Glitch Moment(um). Amsterdam: Institute of Network Cultures, 2011, p.29-30, 33.